







Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
| Campaign | Orcs |
| Mode | Normal Exploration |
| Sex | Male |
| Race | Kruk Yeti |
| Class | Bulwark |
| Level / Exp | 8 / 15% |
| Size | medium |
| Lifes / Deaths | Killed by sun-mage recruit at level 1 on the 11st Retaking 124th year of Ascendancy at 13:40 / 42Killed by sunwall guard at level 1 on the 11st Retaking 124th year of Ascendancy at 15:16 Killed by sunwall archer at level 1 on the 11st Retaking 124th year of Ascendancy at 19:01 Killed by sunwall archer at level 1 on the 11st Retaking 124th year of Ascendancy at 19:31 Killed by sunwall archer at level 1 on the 11st Retaking 124th year of Ascendancy at 19:39 Killed by sun paladin recruit at level 2 on the 12nd Retaking 124th year of Ascendancy at 03:07 Killed by sunwall archer at level 2 on the 12nd Retaking 124th year of Ascendancy at 19:28 Killed by sunwall archer at level 2 on the 12nd Retaking 124th year of Ascendancy at 19:43 Killed by sun paladin at level 3 on the 12nd Retaking 124th year of Ascendancy at 20:37 Killed by sun paladin at level 3 on the 12nd Retaking 124th year of Ascendancy at 20:58 Killed by sunwall guard at level 3 on the 12nd Retaking 124th year of Ascendancy at 22:43 Killed by sunwall guard at level 3 on the 12nd Retaking 124th year of Ascendancy at 22:59 Killed by sunwall guard at level 3 on the 12nd Retaking 124th year of Ascendancy at 23:16 Killed by sunwall guard at level 3 on the 12nd Retaking 124th year of Ascendancy at 23:37 Killed by sunwall guard at level 3 on the 13rd Retaking 124th year of Ascendancy at 00:03 Killed by sunwall guard at level 3 on the 13rd Retaking 124th year of Ascendancy at 00:22 Killed by sunwall guard at level 3 on the 13rd Retaking 124th year of Ascendancy at 00:38 Killed by sunwall vindicator at level 4 on the 13rd Retaking 124th year of Ascendancy at 01:58 Killed by sunwall vindicator at level 4 on the 13rd Retaking 124th year of Ascendancy at 02:14 Killed by sunwall vindicator at level 4 on the 13rd Retaking 124th year of Ascendancy at 02:31 Killed by sunwall vindicator at level 4 on the 13rd Retaking 124th year of Ascendancy at 02:48 Killed by sun-mage at level 4 on the 13rd Retaking 124th year of Ascendancy at 11:23 Killed by sun-mage at level 4 on the 13rd Retaking 124th year of Ascendancy at 11:56 Killed by sun paladin at level 4 on the 13rd Retaking 124th year of Ascendancy at 16:32 Killed by sun paladin recruit at level 5 on the 13rd Retaking 124th year of Ascendancy at 19:30 Killed by sun paladin at level 5 on the 14th Retaking 124th year of Ascendancy at 10:07 Killed by sun paladin at level 5 on the 14th Retaking 124th year of Ascendancy at 15:03 Killed by sun paladin at level 5 on the 14th Retaking 124th year of Ascendancy at 15:15 Killed by sun paladin recruit at level 5 on the 15th Retaking 124th year of Ascendancy at 03:53 Killed by sun paladin recruit at level 5 on the 15th Retaking 124th year of Ascendancy at 04:14 Killed by sun paladin at level 6 on the 15th Retaking 124th year of Ascendancy at 04:42 Killed by sun-mage recruit at level 6 on the 15th Retaking 124th year of Ascendancy at 08:21 Killed by Outpost Leader John at level 6 on the 15th Retaking 124th year of Ascendancy at 13:11 Killed by Outpost Leader John at level 6 on the 15th Retaking 124th year of Ascendancy at 13:35 Killed by Outpost Leader John at level 6 on the 15th Retaking 124th year of Ascendancy at 13:56 Killed by sun paladin recruit at level 6 on the 15th Retaking 124th year of Ascendancy at 14:31 Killed by sun paladin recruit at level 6 on the 15th Retaking 124th year of Ascendancy at 16:14 Killed by Outpost Leader John at level 6 on the 15th Retaking 124th year of Ascendancy at 17:43 Killed by sun paladin recruit at level 6 on the 15th Retaking 124th year of Ascendancy at 18:07 Killed by Outpost Leader John at level 6 on the 15th Retaking 124th year of Ascendancy at 18:28 Killed by Outpost Leader John at level 6 on the 15th Retaking 124th year of Ascendancy at 19:20 Killed by Outpost Leader John at level 6 on the 15th Retaking 124th year of Ascendancy at 20:10 |
Primary Stats
| Strength | 34 (base 29) |
| Dexterity | 9 (base 12) |
| Constitution | 20 (base 16) |
| Magic | 10 (base 10) |
| Willpower | 11 (base 10) |
| Cunning | 9 (base 10) |
Resources
| Life | 323/323 |
| Stamina | 94/94 |
| Healing Factor | 1.1870588855781 |
| Regeneration | 0.29676472139452 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Stealth | 8 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 40 |
| Accuracy | 20 |
| Crit Chance | 2% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 11 |
| Crit Chance | 1% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 26.123727915328 (72.903125182002%) |
| Defense | 1 |
| Ranged Defense | 1 |
| Fatigue | 20 |
| Physical Save | 22 |
| Spell Save | 17 |
| Mental Save | 15 |
Defense: Resistances
| Arcane | + 5%( 70%) |
| Darkness | + 11%( 70%) |
| Light | + 13%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 32% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 32% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Yeti | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Shield Wall |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You must assault the Vaporous Emporium to crush the morale of the Atmos tribe! * You must explore the Yeti Cave and destroy the patriarch! | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. | active |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| Main armor | prismatic steel mail armour of spell shielding (2 def, 6 armour)Requires: - Heavy armour training - Strength 20 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Fatigue: +12% Changes resistances: +13% light / +11% darkness / +5% arcane Spell save: +10 (+6 eff.) A suit of armour made of mail. |
| In off hand | iron shield (0 def, 2 armour, 10-13 power, 20.5 block)Requires: - Shield usage training - Strength 11 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 10.5 - 12.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +20 When wielded/worn: Armour: +2 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
| Light source | survivor's alchemist's lamp of clarityInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical save: +6 (+3 eff.) Mental save: +8 (+6 eff.) Light radius: +4 See stealth: +8 See invisible: +5 Healing mod.: +10% A normal brass lantern, enhanced by alchemy to make it brighter. |
| In main hand | iron longsword (12-17 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
Inventory
schematic: Air RecyclerRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron GripRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spike AttachmentRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Stralite Sand Shredder (0 def, 1 armour)Powered by steamtech 1.00 Encumbrance. [Plot Item] Type: armor / hands ; tier 4 When wielded/worn: Armour: +1 Talent granted: +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
iron mail armour (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% A suit of armour made of mail. |
2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tower DetonatorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / bomb It can be used to place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 280/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
Across the Narrow Sea (Exploration mode)
Destroyed the Sunwall Outpost to secure a way to the mainland.By vroom vroom the Kruk Yeti Bulwark level 6
15th Retaking 124th year of Ascendancy at 22:31 see stats
Log
Rested for 3 turns (stop reason: all resources and life at maximum).
Resting starts...
You are yanked out of this place!
Rested for 37 turns (stop reason: dialog is displayed).
You collect a new ingredient: lump of steel (1).
You gain 0.55 gold from the melting of pouch of steel shots of accuracy (18/18, 18-21 power, 2 apr).
You collect a new ingredient: lump of steel (1).
You gain 0.50 gold from the melting of steel shield (0 def, 4 armour, 12-15 power, 42.5 block).
You collect a new ingredient: lump of steel (1).
You gain 0.50 gold from the melting of steel steamgun.
You gain 1.60 gold from the melting of mighty cured leather sling.
You collect a new ingredient: stack of herbs (sessali) (1).
You gain 0.92 gold from the melting of vined mindstar of clarity (6-6 power, 18 apr, mind damage).
You gain 9.05 gold from the melting of Murkbane the ash longbow.
There is a Entrance to the Sunwall Outpost here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Today is the 17th Retaking of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:26.
Today is the 18th Retaking of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:41.
Today is the 19th Retaking of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:08.
Ran for 6 turns (stop reason: WARNING).
Today is the 20th Retaking of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:23.














































